This Guide will be split up in three parts ( Offensive , Defensive and Utility ) and then if the specific Tiers ( for example Phasewalker would be in Utility Tier 1 ) so if you just want to learn something about one Masterytree you just can pass the others .

Also if any Calculation i made is wrong please contact me .

REMEMBER :

We wont just take a quick look above everything . We will look closely to all Masteries and we will find out which one is good or viable and which one is not ! Also if you want to read more of my Guides check out my homepage http://leagueofcoaching.jimdo.com/ !

Offensive Masterytree Tier 1

Welcome to the brutal offensive Masterytree Tier 1 !

We will start from the upper left corner and work us through every single Mastery .

If we would have used Double-Edged Sword he would have dealt 348 more damage to Champions and 3211,5 damage more overall . Tbh he would probably have got 2 or 3 last hits more with this mastery , but overall 348 more damage in a 31 minute game is not that much . (11 damage more per minute )

He received 12,6 k damage in the whole game . If he used Double-Edged Sword he would recheived (12,6 * 1,015 = 12,789k 12,789 - 12,6 = 0,189 k Damage) 189 additional damage . Thats not very much aswell . But if you take a closer look at the opposing team and especially on his mid lane matchup you will see that they got an a "Glasscannon-Annie" . Annie's main Job ( when you build her this way ) is to burst somebody from 100 to 0 . So we really dont want to support this with our own mastery ...

Overall i wouldnt recommend to take Double-Edged Sword as a ranged Champion , it's not extremly bad but it isnt that good aswell. Now lets take a closer look to Melee Champion . For that we got the Lee-Sin-God himself . One of the best players worldwide ! The notorious ehm i mean myself ^^ .

Without Double-Edged Sword i would have dealt 21,168k Damage to Champions and 158,368k Damage overall . That would be 432 less Damage to Champions and 3232 Damage less overall .

Let's move on ... how Damage did i received ? 24.9k ! Without the Mastery it would have been only 23,9 k Damage . So thats 1000 Damage .

But what is the reason i picked Lee or what are my goals ( except of the fact i just pick lee if i am tilted to kick some ***es ) ? I usually wanna snowball the early game and make as much kills as I can . Thats the reason why i decided to take Double-Edged Sword . Now finally we are over this Mastery we can move on to the others !

We can rank up Fury four times and we receive for each point 1,25 % attackspeed ( 5 % at rank 4 ) . When we compare this Mastery to the ingame Item Dagger we see that Dagger gives you 15 % attackspeed at a cost of 450 gold . So 5 % attackspeed would be 150 gold worth . So 1 Masterypoint gives you indirect 37,5 gold you have to invest in attackspeed . Thats okay i'd say . Overall its a "filler Mastery" ... some Champions dont benefit much from Cooldown-Reduction ( we come to this later ) and have ranked up Butcher already ( Its the case of most ADC's ) . Sadly there is not much to say about this Mastery anymore . I guess Sorcery awaits !

We can rank up Fury four times and we receive for each point 1,25 % CDR( 5 % at rank 4 ) .

First of all like i already said in the "Fury-Part" there are some Champions that dont benefit much from CDR like Caitlyn or Kalista for example . Overall CDR is a great stat for Champions which are dependent from there Abilities like Xerath or Ziggs .
The maximum amount of CDR is 40 % so lets take a look if these Champions even need the CDR of Sorcery or if its just a wasted stat . So a normal Xerath or Ziggs player would start with Morellonomicon or Athene's Unholy Grail what gives you 20 % CDR . Also I would recommend to take CDR per level in the Glyphs . You you will get on 35 % CDR at level 18 . So i guess 5 % additional CDR would be great ! BUT !!! The most players ( not including me btw ) take just 3 points in Sorcery , because the 1,25 % CDR doesnt matter for them . I can understand this path and its totatlly fine i just prefer to have 40 % CDR , i guess its just a mindthing^^ ) . I take one point less in Devastating Strikes therefore. I would recommend you to experiment a bit with this masteries to check out what you like more .

Basic attacks and single target deal an additional 2 damage to minions and monsters . This does not trigger off of area of effect damage or damage over time effects . ( Also we have to rank this up if we want to rank up Feast )

Butcher ... a really great tool to improve your Creep Score by just go to your Masteries and click the icon . I guess its first a great tool for unexperienced player to improve their Creep Score ( CS is the half Win btw ) , also as a experienced player ( well lets say in my case ) I immediately attract attention when just one AD is missing . Also it opens us the way to Feast another great Mastery ! I would even recommend to take Butcher or Feast with some Junglers ( not on Evelynn or Kayle for example [ i come to this later i guess ^^ ] ) .

Offensive Masterytree Tier 2

Damaging an enemy with a spell increases allied champions' damage to that enemy by 1 % for the next 3 seconds.

Expose Weakness is one of these Masteries most people think WTF THIS SH*T IS BROKEN ! But i wouldnt not be League of Coaching , if we wouldnt take a closer look to this Mastery . So first of all the hardest thing ... If you are laning ( except Bot lane ) this Mastery is totally useless unless a Jungler comes and ganks your lane . So it could be possible that you wasted a Masterypoint for 20 minutes into the game . And I guess thats the reason I wouldnt recommend this Mastery . Of course its quite good if you hit 5 people with an AOE ability , while teamfighting and you dont need the other points . For example i use Expose Weakness on Sejuani and Nunu . For other Champions ... I dont think its that good.

We can rank up Mental Force 3 times it gives us (6/11/16) AP at level 18 . We can just rank up Mental Force if we put 4 points in the Tier 1 Offensive Masterytree , also we can rank up Arcane Mastery , if we put 3 points in Mental Force . Mental Force is very similar to Brute Force . It's a good Pick-Up for Champions , which scale with AP. There is nothing more to say about this i guess . ( i dont know how to use this proper i am sorry ^^ )

If we wanna rank up Feast we have to put 1 point in Butcher and 3 other points in the Tier 1 offensive Masterytree . It restores 3 Health and 1 Mana everytime we kill a unit ( minion , champion , jungle creeps ) . Overall its a great Mastery in my opinion it helps us to sustain through the laning phase even if it gets rough . I would recommend to pick Feast up everytime you can ( it fits ) !
Thats it with the Tier 2 offensive Masterytree ! Down below we will learn something about Spell Weaving , Martial Mastery , Arcane Mastery and Executioner

Offensive Masterytree Tier 3

If we wanna rank up Spell Weaving we have to put 4 points into the Tier 2 offensive Masterytree . First of all Spell Weaving would be useless if we dont use our Attacks or our Spells at the same time . A good example of a Champion using both Attacks and Spells is Corki. Corki benefits alot from Spell Weaving and its a really good pick up for him . Other Champions like LeBlanc dont use there Basic Attacks while her Combo , thats why you really shoudnt take it with her . Generally its a good Pick-Up for Champions , which aren't only reliant on there Spells/Basic Attacks ( Ezreal , Corki , Lee Sin and so on ) .

Not much to say about this it gives you 4 flat AD at level 1 . Great Mastery ! Pick it up as often as you can if your Champion uses his/her Auto-Attacks often . ( i dont know how to use this proper i am sorry ^^ )

Its similar to [Martial Mastery] if your Champion scales well on AP pick it up !

Executioner is probably one of the best if not THE best Mastery in League of Legends . You deal 5 % more damage if the target is below (20%/35%/50% ) of his maximum health . If you want to use the offensive Masterytree ALWAYS take Executioner .
So thats it for the Tier 3 Masteries of the offensive Tree ! Way shorter than the 2 before , but tbh there is not much to say about those . Down below we have Blade Weaving , Warlord , Archmage and Dangerous Game

Offensive Masterytree Tier 4

It's similar to Spell Weaving just the other way around . So its good for Champions using there Basic Attacks and Spells again AND its way better , if they got some AD . ( Simple Math : If you have 100 AD and deal 1 % more you deal 101 AD ... if you have 500 AD and deal 1 % more you are dealing damage like you had 505 AD . ) I recommend to take Blade Weaving on Champions like Corki and Ezreal .

First of all i want to make a popular misunderstanding clear

Warlord - Increases BONUS Attack Damage by 2%/3,5%/5% .

It says your BONUS Attack Damage so if you got 300 AD it does NOT mean you got 315 AD if you have 3 points in Warlord ! Your bonus Attack Damage is the Attack Damage you receive from Items like Infinity Edge , The Bloodthirster etc. , if you have 100 AD ( 90 flat and 10 Bonus AD from a Long Sword you will have 100,5 AD ( when you have 3 points in Warlord . This Mastery isnt that good on the second look . It still multiplies your AD , so if you got Infinity Edge , Last Whisper , The Bloodthirster and a Mercurial Scimitar you receive 14 extra AD ( if you have 3 points ) . Warlord is another of the "Filler Masteries" . Please dont put points into this Mastery without knowing how much you benefit of it . Its decent on Champions , which build just AD and not Attack Speed .

Dangerous Game is probably the only reason why i dont go 13/35/3 in every game of mine . So Dangerous Game restores 5 % of your MISSING Health and Mana if you scored a kill or a assist . Of Course its more worth when you have less Health or a greater maximum amount of Health , but overall its a fantastic Pick-Up for everyone who gets these far in the masterytree .

Offensive Masterytree Tier 5+6

So obviously this Mastery is only worth if you have the Chance of hitting a critical hit .

Also it has more usefull when you Crit consecutively . A Corki with Trinity Force and Blade of the Ruined King still just has 10 % crit chance ! It will be pretty hard for him he reach the full potential of Frenzy . The best possible example is obviously Ashe . Ashe has a 100 % crit chance and will trigger this Mastery every time she attacks a frozen target . Overall i'd say you should get this Mastery with every ADC building any form of critical chance . Other Masteries like Warlord are a lot more worse than this one ... so good luck criting !

Devastating Strikes gives you 2 % Armor and Magic Penetration for every rank . ( You can rank it up to three times ) . Generally there isnt much to say about this Mastery i guess . Of course its better , when the enemies are stacking Armor/Magic Restistance , cause it has more value than , but overall penetration is never bad . You can ( just like me ) put one point out of Devastating Strikes and put it into Sorcery , Blade Weaving or Spell Weaving thats totally fine in my opinion it depends on what you like more .

Arcane Blade gives AP Champs the opportunity to deal at least some damage with Auto Attacks . A level 18 Xerath has around 710 AP ( with Items , Masteries etc. ) , which would mean that your Basic Auto Attack would deal additional (0,05 * 710 = 35,5 ) 35,5 magic damage . Which is pretty good in late game . In the early game it doesnt have that much value to be honest , but as a filler its pretty okayish .

Havoc is the final Point in our Masterytree and we should always pick this one up . 3 % more damage without any drawbacks be like 3 % more fun without any drawbacks !

Defensive Masterytree Tier 1

Welcome to the defensive Masterytree Tier 1 !

We will start from the upper left corner and work us through every single Mastery .

This is a pretty mediocre Mastery in the early game . When you face a opponent Ashe (lvl 1) and she will hit you once with her basic attack 51 damage . When you have 2 points in Block it will be reduced to 49 damage . ( You block 3,9 % of the damage ) . In the later stages of the game Ashe is already level 18 and completed all of her damage items . Ashe will have an AD amount of 300 ( exactly 302,3 ) . In this case Block will reduce the damage to 298 per hit . In percentages it would be 0.6 % . So Block has no scaling in the late game ... tbh you wont even recognize that you took 0,6% less damage. In the early stages of the game its like I said mediocre.

Recovery - 1/2 Health per 5 seconds. Recovery increases our healthregeneration per 5 . It has no scaling like Block . The first Question should be is 1/2 Health per 5 good or bad ? Let's check this out on Ahri! Ahri has a base healthregeneration of 6,5 per 5 . That would be 1,3/s . With 2 points in Recovery her base healthreg would increase to 1,7/s at level 1 . That's okay i guess. The problem is thanks to the no scaling on Recovery it's a Mastery you just benefit from in the early stages of the game . At level 18 Ahri got a Healthreg of 3,46/s . And yeah... you wouldnt recognize the 0,4/s that much there . But it's still a mediocre Mastery in the early game in my opinion ... similar to Block .

To be honest , when i first heard about this mastery i thought its really broken . I guess some people ( including me ) failed the Math at this Mastery . It is NOT 80 % slow --> 65 % slow . You have to take it percentagewise again . Let's say we ranked up Swiftness 2 times and we will face 3 types of slows by different opposing champions . Irelia , Twitch,with his level 1 Venom Cask and Evelynn, with her level 3 Agony's Embrace . We will be a level 1 Ahri without boots .

Résumé - Swiftness is only worth , if the enenmies have a massive amounts of slows and you have no gap closer / espace . It okayish , if you got the fear of getting kited . In other cases Recovery is more worth than Swiftness .

Tough Skin is the Block of the Jungle . And yes it only works as a Jungler . It helps you really much coming though the jungle . Let's say you took around 50 hits in the jungle . 2 Points in Tough Skin would saved you 100 health . In my opinion its a Duty to take Tough Skin as a Jungler . On all other lanes it doesnt have a use to be honest .

Defensive Masterytree Tier 2

If we want to rank up Unyielding we have to put 4 points in the Tier 1 defensive Masterytree and 2 points in Block .

Unyielding is the better Block in my opinion . For Melees its obvious , because you take less damamge from spells . But even for a ranged champion it's better than Block . Of course you receive 1 more damage from basic auto attacks , but the auto attacks should not be the problem when you play champions like Viktor , Kalista or Corki . Overall i'd say if you decided yourself to take Block you should not leave the opportunity to take Unyielding aswell.

If you want to rank up Veteran Scars you have to put 4 points into the tier 1 masteries. Veteran Scars gives you a flat amount of health without scaling . But how much is this amount for Champions in the early stage of the game ? Let's see ... Ashe will support us again . Ahri has a flat Health amount of 514 at level 1 . If she had 3 ranks in Veteran Scars she would have 540 Health . 36 Health of 514 would be 7 % . So Ahri gains 7 % extra health at level 1 . That's really good ! But what is , when Ahri hits level 18 ? Ahri has 1954 Health at level 18 . Plus the Veteran Scars she would have 1990 . 36 of 1954 would be 1,8 % . Not that good anymore ... But this Mastery is still a great Pick-Up for the early game ! That's why i recommend to Pick it up , if you decide yourself to go on the defensive Masterytree on Champions like Ahri .

Bladed Armor - Taking Basic Attack Damage by neutral monsters cause them to bleed , dealing physical damage equal to 1 % of their current health each second .

And i see myself only using it with Ekko and Sejuani aswell. But is it that bad?
So Bladed Armor deals 1 % current health damage each second . Every Jungle Creep would receive 15-30 extra damage per second in the mid game . In the early game its under 10 damage . First of all it deals alltogether more damage if the camp lives longer . If you are Shyvana there is really no use for you to take Bladed Armor . You kill the Jungle Creeps even before they can touch you .But in my opinion Jungle with a horrible early game jungle clear like Sejuani really need every single damage on the Creeps as possible . That's why i show some love to Bladed Armor at least when i play those Junglers.

Juggernaut is a Tier 3 mastery in the defensive Masterytree , what means we have to put 8 points above , also you have to put 3 points in Veteran Scars !

One of the popularst Masteries I guess ... not only you receive a fance picture of Braum there , but you get some Maximum Health too ! Let's see how much it is on my boyz the level 1 and 18 Dr. Mundo

Dr. Mundo has a Base Health of 433 at level 1. With Juggernaut he would have 445,9 Health . Thats 12,9 Health more .

Dr. Mundo has a Base Health of 2035 at level 18 . With Juggernaut he would have 2096,05 Health . 61,06 Health more .

An other factor we should not forget is that Dr. Mundo has no Items yet. Juggernaut scales with every Item , which gives you Health . Thats why its a extremly good Pick-Up for every one of these Kog'Maw-Victims .

Hardiness is a Tier 3 mastery in the defensive Masterytree , what means we have to put 8 points above . Hardiness gives you a decent amount of Armor in the early game . If you put all 3 points into it , it would have a gold value of 100 gold , which is pretty good . The good thing in Armor is that you can need it always . Every Champion got a Basic Auto attack and minions will attack you aswell . Unlike Magic Resist there are no possible matchup , where you dont need Armor .

Resistance is a Tier 3 mastery in the defensive Masterytree , what means we have to put 8 points above . Resistance gives you a decent amount of Armor in the early game . If you put all 3 points into Resistance you got a gold value of 100 gold . It's again pretty good against Champions using magic damage . BUT unlike Hardiness there are possible Matchups you dont benefit from Magic Resistance . In this case our MR would have a value of 0 gold . You should definitly not take any kind of MR against a full ad team .

Defensive Masterytree Tier 4

Perseverance is a Tier 4 mastery in the defensive Masterytree , what means we have to put 12 points above .

Perseverance is similar to Recovery i'd say it's just the scaling variety . Hey , League of Coaching this must be a really good mastery ! Well ... lets see this Mastery on level 1 when you are half live with Dr. Mundo . Let's say Dr. Mundo has 216,5 Health left at level 1 ... exactly 50 % . Perseverance will regenerate the amount of 0,4 health per second . That would be the exact same amount as Recovery . The good thing is Perseverance scales with maximum health . So if our boy Dr. Mundo decides not to open up his shoe shop and build 6 x Warmog's Armor . He will have 6835 Health at level 18 . Perseverance then will regenerate 6,8 Health per second if Dr. Mundo is half live . Note : Perseverance has absolutly no use if you are at 100 % health . Otherwise its a good Mastery for every beefy health stacking frontline champion.

Adaptive Armor - 1. Gain 4 % of your bonus Armor as Magic Resist if you have more bonus Armor than bonus Magic Resist
- 2. Gain 4 % of your bonus Magic Resist as Armor if you have more bonus Magic Resist than bonus Armor

Adaptive Armor is a Tier 4 mastery in the defensive Masterytree , what means we have to put 12 points above .

Adaptive Armor gives you a bonus on your weaker stat ( Armor or Magic Resistance ) . First of all if you dont have bonus armor or magic resistance this Mastery is completly useless . Even if you are playing Fighter like Irelia or Jax it will take its time until you got some Armor/Magic Restistance - Items . That's why this Mastery is only for the cool Tank club . Champions like Dr. Mundo , Maokai , Nautilus benefit much more of this Mastery , cause they can start with a defensive item even as their first one . But how much is 4 % if you have let's say Randuin's Omen , Spirit Visage , Thornmail , Mercury's Treads , Frozen Heart , Righteous Glory . Obviously we got more Armor than Magic Resistance . That's we gain 10,8 Magic Restiance if we are fullbuild . That's not that much to be honest for a scaling Mastery . Also Adaptive Armor is only good if you really need both Magic Resistance and Armor ... against a full ad comp its completely useless .

Defensive Masterytree Tier 5+6

Second Wind is a Tier 5 mastery in the defensive Masterytree , what means we have to put 16 points above , also you have to put 3 points in Perseverance .

First of all when you are that fat in the defensive Masterytree the Lifestreal and Spellvamp aspect of this mastery is completely useless . So we gain increased self-healing and health regen . Especially good is this mastery on Garen or Dr. Mundo . Of Course this Mastery is good an champions with an implemented Self-Heal or Health-regen-push-up-ability . On all other champions it isnt that good .

Enchanted Armor is a Tier 5 mastery in the defensive Masterytree , what means we have to put 16 points above .

Obviously Enchanted Armor is only worth to pick up , when we got some Armor and Magic Resist in our Build . The amount of 10 % is pretty high to be honest . Just if you finished Randuin's Omen you gain 7 bonus armor . 7 bonus armor are equal to 140 gold . So if we finished one single Item we will get a really high amount of bonus armor . That's i would recommend this Mastery a lot !

Oppression is a Tier 5 mastery in the defensive Masterytree , what means we have to put 16 points above .

First of all Oppression is a bit contradicted with itself . The enemy wont deal that much damage with they are stuned ... I mean 2 % damage reduction is really great , but you have to CC them and it isnt that easy tbh . Especially if the enemy got the Item Quicksilver Sash or the Summonerspell Cleanse . In my opinion it's really not a good Mastery to pick up ...

Yeah ! Legendary Guardian BABY ! It's a suuuuper good Mastery overall you can stack up to 15 Armor AND 15 Magic Resist that has a gold value of 600 gold ! That is sooo incredible much from a Masterypoint please always take it !!!

So ... that's it for the defensive Masterytree . Down below is the Utility Tree !

Utility Masterytree Tier 1

Welcome to the Utility Masterytree Tier 1 !

First of all thanks to my Support player helping me out with this Masterytree !

Phasewalker - Reduces the casting time of recall by 1 second . ( Sry for ignoring the dominion thing )

Phasewalker is a Tier 1 Mastery of the Utility-Tree we dont need to put points anywhere to rank this one up .

Phasewalker reduces the duration of recall by 12,5 % ... that's okay i guess . You have to think a second how often you got away with using recall before 5 of the enemies will check this bush . If you got the same experience than me you will see why i often choose Phasewalker , when i am using the Utility-Tree .

With Boots of Speed Gragas would have a movementspeed of 355 . With the 3 points in Fleet of Foot Gragas would have a movementspeed of 360 . So you still gain 5 extra movementspeed . Let's take a look at the other one .

With Mercury's Treads Gragas would have a movementspeed of 375 . With the 3 points in Fleet of Foot Gragas would have a movementspeed of 380 . Wowser still 5 extra movementspeed . Now let's see what is when we put on the fancy boots !

With Boots of Mobility Gragas would have a movementspeed of 435. With the 3 points in Fleet of Foot Gragas would have a movementspeed of 441,5. Okay i give you the 1 extra movementspeed here . In gold 1 movementspeed would be worth 13 gold . And you would receive around 5 movementspeed if you rank this up 3 times . Alltogether you got around 65 gold for this mastery ... In my opinion really not worth if you have to rank this up 3 times ! I would only reccomend Fleet of Foot with manaless Support's like Shen or Kennen .

Expanded Mind is a Tier 1 Mastery of the Utility-Tree we dont need to put points anywhere to rank this one up .

Expanded Mind gives you ( if you put 3 points in ) 75 flat mana at level 1 . Let's take a look on Tahm Kench this time . Tahm Kench has a base-mana amount of 340 . + 75 Mana would be huuuuuge on this guy . I mean his abilities devour a lot of his mana ( got it?^^ ). At level 1 Tahm Kench would have an additional amount of 22 % of his current manapool . In my opinion its really good . Let's take the Sapphire Crystal as an example for a moment . You pay 400 gold for 200 mana . So 1 mana is worth 2 gold . and this mastery gives you 75 mana . That means you would gain 150 free gold if you rank this mastery 3 times up ( Thrice as much as Fleet of Foot just sayin' ) . Also there are a lot of champions highly depended on mana especially in the early game . That's i would recommend to take Expanded Mind on mana-based Supports ... I know some LCS-Players take Fleet of Foot , but well I dont know ... I hope I could make my opinion clear with this calculation .

Alchemist is a Tier 2 Mastery of the Utility-Tree , that's why we need to put 4 points in the Tree above .

Usually we only(or mainly) use Health Potion's for nearlly every Champion . When we got Alchemist the duration will increase by 10 % ( 1,5 seconds ) . In this time every Health Potion gives us extra 10 Health back . Thats mediocre for just a single Health Potion . Also its pretty nice that it will increase the duration of elixirs by 18 seconds . Not that big of a deal , but still a nice gadget .

Utility Masterytree Tier 3

Greed is a Tier 3 Mastery of the Utility-Tree , that's why we need to put 8 points in the Tree above .

Well Greed is usually not that good . Obviously it's made for Supports only . And you will earn around 300 gold each game just cause of the 3 points in Greed . One Problem with the Utility-Tree in generell is that 40 % of the whole tree is absoluty useless ( Vampirism awaits ... ) . Also you will probably need Greed when you are shopping for the second time in the game ( First Back ) . We tested it out an in some of the games we still needed a bit gold for our Sightstone . That's why i would recommend to take this Mastery ... it's not such a great Mastery like Summoner's Insight , but i guess not every Mastery can be .

Runic Affinity is a Tier 3 Mastery of the Utility-Tree , that's why we need to put 8 points in the Tree above .

First of all Runic Affinity only has a use if your team killed Baron Nashor or you got a Blue or Red Buff . The normal duration of those buffs would be 3 minutes . With Runic Affinity it increases up to 3 Minutes and 36 seconds . Maybe you can clear one more wave with your Blue Buff this way . The Problem is a) not every Jungler gives you the Blue Buff and b) Not every enemy Team will admit you to take one . If you got neither Blue , Red or Baron this Mastery is completely useless . That's why Junglers should take it right? No ... not really . Junglers benefit alot more from 9 points in Defensive/Offensive than in Utility .

Vampirism is a Tier 3 Mastery of the Utility-Tree , that's why we need to put 8 points in the Tree above .

To be honest I dont even know what to say about this Mastery . It's useless ... useless ... useless ... First of all why would a Support Champion pick up Lifesteal and Spellvamp ? Is there any use to it? NO ! I dont even know why this Mastery still excists . Please never ever take this Mastery . No Champion benefits from it a lot ... please stop the Vampirism !

Culinary Master is a Tier 3 Mastery of the Utility-Tree , that's why we need to put 8 points in the Tree above , also you need to put 1 point into Alchemist

I love biscuits ! Culinary Master is a little upgrade to Alchemist ( currently ignoring the fact of the elixirs ). The instant amount of 20 Health could sometimes save your Life ! Generally a great Mastery I would recommend to pick this everytime , if possible , up .

Utility Masterytree Tier 4

Scavenger is a Tier 3 Mastery of the Utility-Tree , that's why we need to put 12 points in the Tree above , also you need to put 3 point into Greed

Scavenger helps Supports in the same way than Greed and is one of the reasons why we rank up Greed 3 times . A common misunderstanding is that some Summoner's think this Mastery will only trigger , when another Champion gets the last hit . But even when your ally pass one cs to the minion's you will receive 1 gold for it . In the early stages of the game it gives you really much gold . In average you will leave your lane when your ADC has 80 last hits ( Let's say he missed 10 { bad adc } ) . Thanks to Scavenger you would be 90 gold richer ! This makes it way easier to buy your Sightstone or Boots of Mobility in the early game .

Wealth is a Tier 4 Mastery of the Utility-Tree , that's why we need to put 12 points in the Tree above .

Wealth is a really great Mastery for every Support-Player . You are able to pick up another Health Potion , which could you even help to win the Lane . Overall great Mastery I can not say much about it .

Meditation is a Tier 4 Mastery of the Utility-Tree , that's why we need to put 12 points in the Tree above .

Let's check this Mastery out on a Level 4 Thresh with half mana . Thresh has 376 overall at level 4 . In this case he has 188 mana left . Meditation will now restore 1,5% of the 188 missing mana in 5 seconds . That would be 2,82 Mana in 5 seconds . Thresh's standard manareg/5 would be 9,2 mana/5 . That would say he gains 30 % additional manareg , which isnt that bad. When you want to use the Mastery Meditation you have to ask yourself 2 things.

1. Do I even go oom in any part of the game ?
2. Do I benefit more of other masteries?
3. Do I build any Items to extend my maximum manapool ?

Inspiration is a Tier 4 Mastery of the Utility-Tree , that's why we need to put 12 points in the Tree above .
Yeah finally I completed the experiment for this mastery !

First of all Inspiration only works if you are close to a champion , which a higher level. That means you usually benefit in soloq less from it as in teamranked . The Difference is that Supports especially in Teamranked-Games are many many many level behind their ADC . Usually your ADC hits 6 before you hit level 3 or 4 . The question we have to ask ourselves to solve this mastery case is how much experience do we gain though this mastery ( it was a bit obvious i am sry ^^ ) . Let's say we leveled this mastery 2 times . You gain 2 experience every second you are close to a allied champion , which has a higher level . Scenario 1 : You are level 4 and your ADC is level 6 . To level up you would need 580 experience right now . ( ~ 6 minion waves ) . Only with Inspiration you would wait 5 minutes and 30 seconds to reach the next level . Of course this sounds horrible . But how long are you normally under the level of your allies ? The right question would be at every point of the game ( at least as a support ) . In this case you benefit the whole game from Inspiration or until you are level 18 . Let's say you are using this mastery effectivly for 30 minutes into the game . This way you would gain 3600 experience . That's really good. My final Conclusion is that Inspiration is always worthy to pick up of course its better in teamranked or high elo soloq-games and the value would increase ... but yeah it helps you trust me I played around 8-9 games to check this out^^.

Utility Masterytree Tier 5+6

Bandit - Grants +3 Gold (+8 on Melee Champions ) each time an enemy Champion is attacked. This cannot trigger on the same Champion more than once every 5 seconds .

Bandit is a Tier 5 Mastery of the Utility-Tree , that's why we need to put 16 points in the Tree above , also you need to put 1 point into the Mastery Wealth .

Bandit is like Greed and Scavenger another way to get some Gold . In my opinion it's much better on ranged Champion than on melee Champions , even though melee's get more gold of an attack . Champions like Thresh , Annie and Janna can go for more auto attacks than Champions like Leona , Braum or Alistar . Either way i would recommend to pick this Mastery with both ranged and melee . It's just too good to omit it .

Wanderer is a Tier 6 Mastery of the Utility-Tree , that's why we need to put 20 points in the Tree above .

A very wise man said once : A Wanderer isn't always lost . And with this Mastery you won't get lost for sure ! It helps your roaming ability alot . It's more than fourfold as good as Fleet of Foot , also you have to put just one point in . The movementspeed would be 260 gold worth . Overall greeeeat Mastery !

The End and Acknowledgment

Wow ... the guide is finally fished ! I spend 23 hours working on that and to be honest I am not that satisfied right now . I will work on it again in the next days ... My apologies!

- Thanks to Owncrown , who helped me writing the whole guide !
- Thanks to Snow , who helped me creat the Utility-Tree !
- Thanks to jhoijhoi , otherwise I couldnt be able to write a guide ^^.
- And of course Thanks to all readers and commentators !

I guess I will take one day off right now and will then I will edit this guide again .

League of Legends is a team based, real time strategy game set in a mythical world of swords & magic where epic battles decide the fate of mystical nations. Game players take on the role of a Summoner who conjures and controls champions to fight for them at the Institute of War. During game play champions gain experience and items to enhance their skills and abilities. How players develop and play their champions can be the difference between a crushing defeat or a glorious victory!